Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Sultai Charm

BGU · Instant

Choose one — • Destroy target monocolored creature. • Destroy target artifact or enchantment. • Draw two cards, then discard a card.

Similar cards

Color identity:
NameManaTypeText
Hollow Marauder 6BCreature — Specter Rogue This spell costs {1} less to cast for each creature card in your graveyard. Flying When Hollow Marauder enters the battlefield, any number of target opponents each discard a card. For each of those opponents who didn't discard a card with mana value 4 or greater, draw a card. 4/2
Cerebral Vortex 1URInstant Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards they've drawn this turn.
Abrupt Decay BGInstant This spell can't be countered. Destroy target nonland permanent with mana value 3 or less.
Zuran Enchanter 1UCreature — Human Wizard {2}{B}, {T}: Target player discards a card. Activate only during your turn. 1/1
Planar Collapse 1WEnchantment At the beginning of your upkeep, if there are four or more creatures on the battlefield, sacrifice Planar Collapse and destroy all creatures. They can't be regenerated.
Otawara, Soaring City Legendary Land {T}: Add {U}. Channel — {3}{U}, Discard Otawara, Soaring City: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.
Kjeldoran Frostbeast 3GWCreature — Elemental Beast At end of combat, destroy all creatures blocking or blocked by Kjeldoran Frostbeast. 2/4
Overeager Apprentice 2BCreature — Human Minion Discard a card, Sacrifice Overeager Apprentice: Add {B}{B}{B}. 1/2
Stinkweed Imp 2BCreature — Imp Flying Whenever Stinkweed Imp deals combat damage to a creature, destroy that creature. Dredge 5 (If you would draw a card, you may mill five cards instead. If you do, return this card from your graveyard to your hand.) 1/2
A-Master of Winds 2UUCreature — Sphinx Wizard Flying When Master of Winds enters the battlefield, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 5/1 or 1/5 until end of turn. 1/5
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